attribute vec4 a_CubeVecterPos;
uniform mat4 a_CubeMVP;
varying vec4 v_pos;
void main()
{
vec4 posL = vec4(a_posL, 1.0);
gl_Position =a_CubeVecterPos *a_CubeMVP;
lg_Position.z=1-0.0001;
v_pos=a_CubeVecterPos;
}
   